Current topics for ET documentation


(system) #21

You can simulate athmosperic FX with particle-studio.
I think the performance of snow will be same.
Rain is limited and you don’t see it then it hits the street (the little water-circles)
And a lightingh-struck (or is it strike? Don’t know right english word) can be made with a shader and a attached dlight entity like in the SP-Map from rtcw.

If the dlight code is new is it as FPS-Consuming like in RTCW,too? Or optimiced?

With a little bit of phantasie you can do a lot without adding tons of new code. :slight_smile:


(RR2DO2) #22

Particle studio won’t give you anywhere near the density of snow and rain as the atmospheric effects (which are basically free)

The dlight code has been rewritten and is indeed faster now.


(tubbie) #23

With the SD editing tools you’re about to release: will there also be a terraineditor included? Or will we have to use a third-party editor like easygen?


(sock) #24

The ET editing tools do not include any terrain editing tools.

Sock
:moo:


(RR2DO2) #25

vertex manipulation has been slightly tweaked to allow easier modifying of TA-style terrain though


(sock) #26

Plus bobtools has some new stuff like …

  • Terrain triangle flipping
  • Tree planting

The paint selection tool and the vertex grabbing does help with large terrains.

Sock
:moo:


(system) #27

I thought SD uses the gtk-radiant with own plugins?
Or will the editor just a expanded wolf-radiant (witch is very buggy imo).


(sock) #28

We did not use wolf-radiant for the creating of ET content.

Sock
:moo:


(DACROW) #29

we i think we should get some source maps to view this will help all mappers as This ET is alot diff to RTCW and I for one will learn a lot better if i see how SD did things in there source maps!.. im not saying ripping them off or using them as a bse GOD forbid this but just to learn from :stuck_out_tongue: :clap:


(DACROW) #30

OH how did u make the ET levels then with what Editor?.. and why cant we all use your editor for our maps? :moo: :moo:


(sock) #31

All ET maps where created with a hybrid version of the public GTK called SDRadiant. All the extra functions we created are being ported back into the public version of GTK and will be released soon. So everyone will be able to benefit from the extra functions we created for GTK.

Wolf-radiant was the specific editor for RTCW. We did not use this editor for ET.

Sock
:moo:


(DACROW) #32

All ET maps where created with a hybrid version of the public GTK called SDRadiant.

oke so why aint we alloed too have this editor to use ? :blah:


(sock) #33

There is really only one way I can say the same thing. The editor tools will be released soon. If I knew the exact date for the release of the editing tools I would tell you.

Sock
:moo:


(wudan) #34

Two diverging codebases are two separate codebases. The Splash Damage GTKRadiant variant forked off some time ago, AFAIK, and there are many pluses to converging them.

You could probably go ask the GTKRadiant devs, they have an IRC channel they sometimes hang around.


(sock) #35

/me walks across room and asks a couple of the GTK dev team. :wink: Some of the GTK dev team already work for SD.

Sock
:moo:


(wudan) #36

sock, i know that several of them do.

There are other relationships between Splash Damage and other projects that aren’t so open, I am not sure of SD workings, because I am not so fortunate to be SD.

In general, if someone wants to ask a GTKRadiant question, their IRC channel is a good stop.


(sock) #37

Yep very true.

Sock
:moo:


(Korollary) #38

This is the editing forum, and I’m not editing anything. But you asked about documentation ? Here are some ideas:

(DISCLAIMER: I’m coming from RTCW competition, so I may be biased in some areas.)
(DISCLAIMER2: Long post warning)

  1. Document new commands: I spent an hour last night trying to figure out how to switch from a medic with amimbo lugers to a field ops without using the limbo menu and still retain my akimbo lugers to no avail. “team r 3” or “team r 3 3” makes me an axis field ops with a single luger even if I could choose to have two (by the way, why is that not the default – who would take a single luger while two are available ?). I know you people want us to use the limbo menu, but in competition we really won’t go to that menu unless we really have to.

  2. Needed for competitive play: Connection/Visual Tweaks. There is an ongoing debate now at its 7th page on planetwolfenstein forums about competition settings. In competition people want to maintain 76 fps at all times throughout a map so that:
    a) They can perform any trick jump needed
    b) They don’t want to lose a one-on-one fight just because they had a drop in framerate at a very crucial moment.

While trying to achieve that, they are willing to upgrade computers or lower gfx quality settings. However, other players get uneasy about someone else reducing texture quality. I haven’t tried to see what grass looks like at lower detail, if it’s more or less revealing or not. There are a lot of people uninformed about monitor gamma and they complain about other people’s gamma settings, claiming gamma makes things look ‘brighter’ and reveal more detail.

Similarly, there are network connection settings such as cl_maxpackets and cl_timenudge that have been accessible to Q3 and RTCW players, but without a formal explanation. Casual pub players might not care about these things but competitive players know all about the existance of these settings, they just don’t know exactly what they do (e.g., why does the game display my ping higher when I crank up cl_maxpackets ? I receive snapshots equally well, why am I considered more lagged ?). Before I forget, Antilag is a GUI option in the host-server menu. You need to explain at least that.

Therefore, it would be very nice of you people if you could state what settings can be regulated to provide an even playground, and what can not, so that we all know, and what are acceptable values.

  1. Either take out commands such as “tell_attacker”, etc. out, or state that they are useless at the very least.

  2. OSP is included in ET but OSP for RTCW has been at version 0.8x for a while now, and it’s not bug free in ET either (as you can tell from the end-round stats screen sometimes). Moreover, people find exploits every now and then, and unless that exploit is squashed at the very moment (punkbuster can do only so much), fair play cannot exist (in pubs or in competitions). From what I read, you’re not planning on releasing any source code (which I understand, due to Q3 licensing), but by doing that you’re also telling us that if something nasty happens, we can’t do anything about it until Splashdamage fixes it themselves. You sound like “no more maps, we’re done with ET, about to move on”. (I know it’s a free game; it’s just nice to know what one can expect.)

  3. As a covert ops, “weaponbank 2” twice will take the silencer off. I could take the silencer off with “weapalt” as well. And the medic needs some other way to pull adrenaline syringe. (oops this is not documentation related, but keyboard layout is getting messier with the additions of +prone, binocs binds for every class, fireteam binds, map and compass binds, more spawn binds – I need to grow more fingers or plug a USB2.0 cable straight into my right wrist).

I didn’t want this post to be much longer so I left out some detail. If you want, reply a follow-up and I can provide more detail.

[u]Korollary
http://teamuprise.com


(sock) #39

You should check out the keyboard config by developer NakedApe. The config file is :nkd.cfg, nkd_mpclassesb, nkd_mpclassesr They are in the pk3 file in the base of the etmain directory.

Sock
:moo:


(WolfWings) #40

Okay… they already SAID they used a GtkRadiant-based editor.

They just skipped the wolf-Radiant codebase entirely, and started building out from GtkRadiant again I’m guessing. This means they keep all the latest and greatest tools, along with more stability overall.

Also means it’ll be easier to roll the changes back into GtkRadiant so it’ll just be ‘yet another game supported’ instead of a hastle to install and setup. :slight_smile: